Military board game

ABSTRACT

The subject MILITARY BOARD GAME includes a playing board with a top surface having primarily linear orientated pathway(s). The playing board may also have peg hole(s), or track(s), that seat playing pieces having pegged, or slotted, undersides in the pathways to prevent inadvertent movement during game play. Players utilize the pathway for progressive or regressive movement en route to a final destination at one end of the pathway. This movement is regulated by a number of factors including designated spaces, card play and rolling dice. The first player to successfully traverse from one end of the pathway to the other is the victor of the game.

DESCRIPTION

[0001] This application claims priority of prior co-pending provisionalapplication Ser. No. 60/222,274, filed Jul. 31, 2000, which is herebyincorporated by reference.

BACKGROUND OF THE INVENTION

[0002] 1. Field of the Invention

[0003] The invention relates to board games. Specifically, thisinvention relates to a military combat orientated BOARD GAME wherein aplayer seeks to safely traverse a simulated battlefield.

[0004] 2. Related Art

[0005] Numerous military board games exist as patented devices includingKeyko (U.S. Pat. No. 2,799,504), Fratangelo, et al. (U.S. Pat. No.5,020,805), and Falzarano (U.S. Pat. No. 5,803,455). However, none ofthese devices are known to incorporate the features of the subjectinvented MILITARY BOARD GAME.

SUMMARY OF THE INVENTION

[0006] The subject MILITARY BOARD GAME includes a playing board with atop surface having primarily linearly orientated pathway(s). The playingboard may also have peg hole(s), or track(s), that seat playing pieceshaving pegged, or slotted, undersides to prevent inadvertent movementduring game play. Players utilize the pathway for progressive orregressive movement en route to a final desired destination at one endof the pathway. This movement is regulated by a number of factorsincluding designated spaces, card play and rolls of dice. The firstplayer to successfully traverse from one end of the pathway to the otheris the victor of the game.

BRIEF DESCRIPTION OF THE DRAWINGS

[0007] The Following Figures Depict Preferred Examples of The SubjectInvention's Embodiments:

[0008]FIG. 1 is an overview of a BOARD GAME embodiment having peg holesand specially designated spaces in the form of Board Mines.

[0009]FIG. 2 displays a side view representation of a Soldier playingpiece.

[0010]FIG. 3 is side view representation of a tank playing piece.

[0011]FIG. 4 is a side view representation of a Bomber playing piece.

[0012]FIG. 5 is a side view representation of two mine playing pieces.

[0013]FIG. 6 is a side view of 5 dice used in the subject inventionwherein one die has a special demarcation.

DETAILED DESCRIPTION OF THE INVENTION

[0014]FIG. 1 depicts a top view of a typical playing board (0). Thedepicted playing board (0) has a series of generally linear orientatedholes (5) that form a pathway for progressive or regressive movement ofparticular playing pieces. This holed embodiment accepts playing pieceswith peg(s) to prevent unintended movement of the playing pieces duringgame play. Note: This peg-hole relationship is preferred, but optional:the playing pieces may have planar undersides that rest upon a planarplaying board or the playing pieces may have an underside that fitswithin a recessed groove or track on the playing board (0). Forillustrative purposes, the peg-hole embodiment will be discussedexclusively in this specification. Specific locations (10) upon theplaying board (0), apart from the linear orientated holes (5), mayaccommodate playing pieces that are not in use during particular game.Markings or denotations with specific progressive or regressive effectsmay also be provided to enhance the detail of the BOARD GAME.

[0015] Referring to FIGS. 2-6: The PLAYING PIECES may take the followingform(s) when used in a military strategy board game: Playing Piece ShapeOne Soldier (FIG. 2) Two Tank (FIG. 3) Three Bomber (FIG. 4) Four Twomines (FIG. 5)

[0016] Other game implements include die (dice) and a set of cards.

[0017] One or more die may have a special demarcation for scoringaccording to particular rules when using a plurality of dice. Forreference, the set of cards may have the following designations whenusing a traditional 52 card playing deck and Jokers: Card NumberDesignation Ace One Two-Ten Face Value Jack Ten and/or Spy Queen or KingTen Joker Seventeen

GAME SETUP

[0018] The initial setup of the militarized version of the BOARD GAMEbegins with placement of the soldier (2) at the beginning (one end) ofthe linear orientated holes (5). In addition, each player receives zero,one or a plurality of mines that are color coordinated to match theirsoldier (i.e. red-red, blue-blue, green-green, etc.). These mines areplaced in the linear orientated holes, which are also color coordinatedto the players' individual preference. Preferably, the mines are placedin the holes of an opponent. Placement begins with the first player tothe left of the dealer and rotates clockwise, or counterclockwise, untilall players distribute their mines. Determination of the first carddealer may be from cutting cards or rolling a die and, the placement ofmine(s) on specially designated spaces (discussed below) may optionallybe prohibited.

GAME PLAY

[0019] The Round of Twenty-Seven

[0020] A Round of Twenty-Seven follows distribution and placement of thesoldier and any mines: The dealer shuffles the deck of cards anddistributes four cards to each player. Thereafter, the first Hand ofTwenty-Seven begins with a player next to the dealer (generallyclockwise) revealing a card and announcing its numerical value. Thesecond player reveals a card and announces the sum total of their cardand the previous card. Play continues in this manner with eachsubsequent player revealing a card and announcing the running total ofthe revealed cards. The Hand of Twenty-Seven ends when the sum ofrevealed cards reaches twenty-seven, or the closest number theretowithout exceeding twenty-seven. Note: A player passes and does notreveal a card when they cannot play a card that does not exceedtwenty-seven. Thereafter, a new Hand of Twenty-Seven begins at zero withthe player that sequentially follows the last player able to reveal acard. The Round of Twenty-Seven ends when all players have revealed allof their cards. The next dealer shuffles and distributes the cards foranother Round of Twenty-Seven. Note: The designated number oftwenty-seven and the progressive movements are not necessarily fixed andmay vary among embodiments of the BOARD GAME.

[0021] During a Hand of Twenty-Seven a player's revealed card may effectsoldier movement as follows: 3 Hole Progression Revealing a card thatbrings the total of revealed cards to exactly twenty-seven. 2 HoleProgression 1.) Revealing a card that brings the running total tothirteen; or 2.) Revealing the same numerical or designated card as theprevious player during a discrete Hand of Twenty-seven (i.e. King afterKing). 1 Hole Progression 1.) Revealing a particularly designated cardsuch as a Spy; or 2.) Revealing the final card during a Hand ofTwenty-Seven that exceeds 19 but does not reach twenty-seven.

[0022] Player-Set Mines

[0023] In one embodiment of the BOARD GAME, a soldier may land on aplayer-placed mine (1) during a Hand of Twenty-Seven withoutimplication. In another embodiment, a player whose soldier is on a mine(1) after termination of the Round of Twenty-Seven must defuse the mine(1) by rolling dice or utilizing similar implements of chance to attaina pre-established score or value. Still another embodiment maytemporarily pause a Hand of Twenty-Seven while a player defuses a mindlanded upon during the Hand of Twenty-Seven. One variation of the BOARDGAME uses five dice and provides scoring using the following guideline:Die Face Value Converted Game Value One (Individually) 100 Five(Individually)  50 One's (3 of a kind) 300 Two's (3 of a kind) 200Three's (3 of a kind) 300 Four's (3 of a kind) 400 Five's (3 of a kind)150 Six's (3 of a kind) 600

[0024] A score of 500 defuses the mine when using five dice and theabove referenced values although other values or scores may alter thediffusion requirements. Failing to defuse the mine (1) results in a“detonation” that leads to a regression of a soldier on a mine.Typically, the regression would be three holes. A mine (1) is removedfrom the PLAYING BOARD (0) after defusing or detonation.

[0025] Board Mines or Impediments

[0026] One embodiment of the BOARD GAME includes designated holes on theplaying board (0) for rapid progression or regression. Such designationsinclude board mines (7). Soldiers (2) landing on these spaces mayundergo individualized action or, all soldiers may experience theireffect when a soldier lands on a designated space at a particular pointof play. For example, all players may roll dice, or use a similar gameof chance, when one, or more, soldiers (2) lands and remains on a boardmine (7) at completion of a Round of Twenty-Seven. In this situation,players whose soldiers are not on the designated space may receive anadvantage such as counting the specially designated die twice (i.e. ifthe face value of the specially designated die is a three, it may countas two threes). After rolling the dice, the highest scoring player wouldprogress a number of holes while the player with the lowest score wouldregress a number of holes.

Optional Rules

[0027] The BOARD GAME is a relatively simple and straightforward device.This lack of complexity permits optional rules for the competent user.Examples of these optional rules include tank use, bombing runs, combatand/or “The Special Rule”, discussed below.

[0028] Tanks

[0029] A player attaining an exact twenty-seven three times during gameplay may exchange their soldier for another, more powerful playing piecesuch as a tank (3). The tank designation would provide significantadvantages when addressing player mines (1), board mines or bombing runs(discussed below). For example, the tank (3) may command an additionalvalue when defusing mines. This value will generally be 100 when fivedice are used and may vary among embodiments of the BOARD GAME. Asimilar advantage would exist when addressing similarly designatedprogression or regression spaces.

[0030] Bombing Runs

[0031] A bombing run may begin after all players shuffle and distributecards: Before a Round of Twenty-Seven begins, a dealer takes theirbomber (4) and places it at the beginning (one end) of an opposingplayer's linear orientated holes (5). The dealer states and commits tohow many rolls of a die it will take for the bomber (4) to reach anopposing player's soldier (2) or tank (3) by moving the bomber (4) incorrelation with the face value of the die. The dealer rolls a die thestated number of times and progresses the bomber (4) along theopponent's linear orientated path corresponding to the face value of thedie.

[0032] The Bombing Run fails if the dealer's playing piece does not landon, or within, two spaces immediately before the opponent's soldier ortank. The following progression or regression of a soldier (2) or tank(4) would occur if the bomber (4) lands within this three space realm:Landing on the opponent's occupied playing space results in a five spaceregression of the occupying soldier (2) or tank (3). Landing immediatelybefore the soldier (2) or tank (3) results in a four space regression,while landing two spaces behind results in a three space regression. Aplayer with a tank (3) regresses one space less than a soldier (i.e.four, three and two spaces, respectively). Of course, the regressionwill vary by embodiment. In addition, Bombing Runs will occur only onceper dealer per Round of Twenty-Seven and before the cards are shuffled.An alternative embodiment may provide that the stated number of dierolls must be executed and a Bomber must be removed from the game if itsprogression exceeds the terminus of the linear orientated pathway.

[0033] Combat

[0034] Combat permits a player to directly challenge another player.After cards are dealt for a Round of Twenty-Seven, players with an Aceand a Six or another designated card arrangement can challenge any otherplayer to Combat. The challenged opponent allows the challenger toblindly choose one of the challengee's cards. The challenger views thechosen card and may keep it while discarding one card of its own, ordiscard the chosen card in favor of its original hand. In either case,the challenged player is left with three of its original cards while thechallenger has “three” cards: two standard cards and the combineddesignated card. For example, the designated Ace and Six in thisembodiment has a value of sixteen.

[0035] Combat players place their remaining three cards face down andeach roll a die. The die signifies the number of progressive orregressive holes or spaces at stake for each respective player.Thereafter, the players reveal their top cards and the player with thehigh card value wins the “combat”. A player winning two of the three“combats” moves its soldier (2) or tank (3) progressively equal to thenumber on its respective die while the player that loses two of thethree “combats” moves its soldier or tank regressively equal to thenumber on their respective die. No movement occurs if a player does notwin two of the three “combats”. Note: the Joker has a value of seventeenfor determination of the high card while Kings beat Queens, Queens beatJacks and Jacks beat Tens. Both players' cards are removed from the handof Twenty-Seven and each player receives four new cards after a combatsequence. However, combat may re-occur based on this cardredistribution.

[0036] The Special Rule

[0037] The “Special Rule” addresses situations where a player attains atwenty-seven during a Hand of Twenty-Seven but after converting itssoldier (2) into a tank (3). In this case, the player may immediately goon a bombing run before card play resumes, or replant a mine that waspassed by another player's soldier (2) or tank (3).

Completion

[0038] Play completes when a player reaches or exceeds the finalprogressive hole on the playing board.

EXAMPLE “AIR/MINE 27”

[0039] Object:

[0040] Be the first player to cross mine field.

[0041] Peg Board:

[0042] The peg board consists of four different mine fields, each havinga different color. Each mine field has a total of thirty-six holes, withfour “board” mines. (Board mines are the holes marked by black dots.)There are five holes in each of the four corners. These holes are forthe playing pieces. (Each player has his/her own corner.)

[0043] Playing Pieces:

[0044] There are four bombers, four tanks, four soldiers, and twelve“opponent” mines. (Each player has one bomber, one tank, one soldier,and three “opponent” mines, all of which are the same color.) There isone deck of cards, and five dice. (The dice consists of four white, andone red.)

[0045] Set Up:

[0046] The players decide what color they want, and then pick a cornerof the peg board where they want their playing pieces. Place bomber inthe corner hole, and your tank next to the bomber. Put your “opponent”mines in the remaining three holes. Your soldier goes in the first hole,on the left hand side of the peg board. (Make sure you place it on yourcolor.) All players roll one white die. High roller shuffles, and dealsfour cards to each player.

[0047] A Round of 27:

[0048] Player to dealers left goes first, laying down a card (face up)of his/her choice, and saying the numerical value to the other players.(Example: If the player laid down a three, he/she would say “three”.)Play continues clockwise, with each player laying down a card and addingit to the previous total. (Example: If player two laid down a seven,he/she would add the seven to the three and say “ten”. If player threelaid down a nine, he/she would add the nine to the ten and say“nineteen”.) Count continues until your total hits 27, or you come asclose as you can without going over 27. On your turn, if you can't playa card that would place you 27 or lower, you say “pass”, and it wouldskip to the next player. If you can play a card, you must play it. Whenplay hits 27, or as close as it can without going over, play starts overat zero. (Example: Player four plays a card, bringing the total count totwenty-five. All other players say “pass”. If player four has anothercard he/she could play, he/she must play it. Since player four laid downthe last card, the player to his/her left would play the next card,starting over at zero.) Play continues until every player is out ofcards. All cards being played is one “round” of 27. There may be several“hands” of 27, in one “round” of 27. When a round of 27 is over, theplayer on the dealers left is the next dealer.

[0049] Numerical Value of Cards:

[0050] 1) two's-ten's equal the number shown on card (example: two's areworth two, three's are worth three, and so on . . . )

[0051] 2) Jack's, Queen's, and King's all equal ten

[0052] 3) Aces equal one

[0053] 4) Bombers (Jokers) equal 27

[0054] Ways to Move on A Round of 27:

[0055] 1) “Thirteen”—If you play a card, and total thirteen, you moveahead two holes.

[0056] 2) “Copycat”—If you play the same card that the player before youplayed, you move ahead two holes. (Example: Player one lay's down afour. If player two lay's down a four, he/she would move ahead twoholes. If player three lay's down a four, he/she would move ahead twoholes also. It must be on the same “hand” of 27.

[0057] 3) “Spy”—If you lay down a Jack, you move ahead one hole.

[0058] 4) “Last card”—If play does not hit 27, the last player to laydown a card under 27, moves ahead one hole. (Exception: If total isunder twenty, he/she does not move one hole.)

[0059] 5) “27”—If you play a card and total 27, you move ahead threeholes.

[0060] What to do When You Total 27:

[0061] At the start of the game, each player has three “opponent” mines,which he/she can plant on any opponent. During card play, when you laydown a card that totals 27, the first tiling you do is move ahead threeholes. The second thing you do is plant one of your mines on anopponent's mine field. You may not plant them . . . 1) On the hole youropponent is currently occupying, 2) Where there is already a “board”mine, 3) Where there is already an “opponent” mine planted, 4) On thefinal hole of your opponent's mine field. Anywhere else is acceptable.If you forget to plant a mine before the next player lay's down a card,you miss your chance, and have to wait until you get another 27.

[0062] What to do After A Round of 27:

[0063] Remember . . . a “round” of 27 is when al four cards have beenplayed by every player. When all cards have been played, each playerlooks to see if they have ended up on a mine. There are two types ofmines in this game . . . 1) Board mines—they are a part of the pegboard, 2) Opponent mines - they are planted by player's. All player'swho have ended up on an opponent's mine roll die first, and follow therules of rolling for opponent mines. Second, if any player has ended upon a board mine, each player rolls dice, and follows the rules ofrolling for board mines. (When any player, or player's, end up on aboard mine, it affects all the player's.) If no one ends up on a mine,play resumes with another round of 27. Important: You only roll formines after a “round” of 27. You may land on a mine during card play,and when this happens, the mine is just another hole. You have a chanceof moving off them before the “round” of 27 is over.

[0064] DIE SCORING:

[0065] There are five dice . . . four white, and one red. The red diecounts double. (Example: If you rolled the dice and the red die was afive . . . it would be worth two five's.) There are three ways you scoredie:

[0066] 1) five's are worth 50 points each

[0067] 2) one's are worth 100 points each

[0068] 3) three of a kind:

[0069] one's=300 two's=200 three's=300 four's=400 five's=150 sixes=600

[0070] Rolling for Opponent Mines:

[0071] After each round of 27, if any player ends up on an opponentmine, he/she must score 500 points in one roll to diffuse the mine. Rollall five dice, counting the red die double. If player does not diffusethe mine, it explodes and sends him/her back three holes. If player doesdiffuse the mine, he/she stays where they are. After an opponent mineexplodes or is diffused, it is removed from the game. You may not plantmore than two mines on any one opponent, except in a two player game.

[0072] Rolling for Board Mines:

[0073] After each “round” of 27, if any player has ended up on a boardmine, all players roll dice against each other. The player, or player's,who end up on the board mines roll first. The red die does not countdouble for these players, because they landed directly on the mine, thusgiving them a disadvantage. The players not landing directly on theboard mines get to double the red die. Each player takes his/her turnrolling. The player with the highest score moves ahead two holes. Theplayer with the lowest score moves back two holes. (In a three or fourplayer game, if you neither won nor lost, you stay where you are.) Startby rolling all five dice. You may roll more than once, but you mustscore and set aside at least one die of your choice per roll. Let's sayafter rolling all five dice, you have two five's, a one (with the reddie), and two three's. You don't have three of a kind, but the twofive's are worth 100 points, and the one is doubled because it is thered die, making it 200 points. (If you are a player who landed directlyon the board mine, you may not double the red die, so the red one wouldgive you 100 points.) Let's say you did not land directly on the boardmine . . . someone else did. You would have a total of 300 points forthis roll.

[0074] Option 1: Keep 300 points and give the dice to the next player toroll.

[0075] Option 2: Keep 300 points and chance rolling the other two dice.If you don't score either of the two die, you lose your 300 points andgo back to zero . . . your turn would be over. If you score one of thesedie, add it to your 300 points, and decide if you want to chance roilingthe last die. If you score both die, add them to your 300 points and youmay roll all five dice again. (If you score all five die, you may rollthem all again, but at any time, if you roll and don't score any die,you lose your existing score and go back to zero.)

[0076] Option 3: Keep the red one, giving you 200 points, and roll theother four die, trying to roll one's or three of a kind.

[0077] Option 4: Keep one of the five's, giving you 50 points, and rollthe other four dice, trying to use the red die to get three of a kind.(If you rolled a red four, and one of the other die was a four, youwould have three of a kind by doubling the red die, giving you 400points.)

[0078] These are just four options. You take whatever strategy you want.Remember . . . you must set aside at least one scored die of your choiceper roll. At any time, if you roll and don't score any die, you loseyour existing score and go back to zero. In case of a tie, players whotied roll all five dice once. High score wins.

[0079] Bombers (B-17):

[0080] After all players have shuffled and dealt the cards once (twicefor two players), the dealer may bomb an opponent of his/her choice.Before dealing the cards, take your bomber and place it at the start ofan opponent's mine field. You announce to the other players how manydice you think it will take you to reach your opponent. You have to rollthe amount of dice you guessed . . . no more . . . no less. (No usingred die.) Roll one die at a time and move bomber the amount rolled. Ifyou fly past your opponent, even if it's just one hole . . . you miss.If you fly off the peg board, your bomber is removed from the game. Ifyou land three or more holes short of your opponent . . . you miss. Ifyou land two holes short of him/her . . . it's a hit and he/she has tomove back three holes. If you land one hole short of him/her . . . it'sa hit and he/she has to move back four holes. If you land directly onyour opponent . . . it's a direct hit and he/she has to move back fiveholes. After your bombing raid, put bomber back in it's position forfuture use.

[0081] Tanks:

[0082] When you score three 27's, and have planted all three of yourmines, exchange your soldier with your tank. Place your tank in the holeyour soldier is occupying at that time.

[0083] Special rules for tanks:

[0084] 1) When landing on an opponent's mine, tanks only need to score300 points in one roll, instead of 500 points, to diffuse mine.

[0085] 2) When rolling for board mines, tanks start out with 100 pointsinstead of 0. So even before you roll, you have 100 points. Whilerolling, if you don't score any die, you go back to 0. But in the caseof a tie breaker, tanks start out at 100 points again.

[0086] 3) If hit by a bomb, tanks move back one hole less than a soldierwould.

[0087] Combat (M-16):

[0088] After every player has dealt the cards once (twice for a twoplayer game), you may challenge an opponent of your choice to combat, ifyou have an M-16 in your hand. If you are dealt an ace and a six, youhave an M-16. Before card play begins, decide whether or not you want tochallenge someone. If you do, announce that you have an M-16 andchallenge an opponent of your choice. This opponent must hold up his/hercards, facing them away from you, and allow you to take a card out ofhis/her hand. You get to look at this card and switch it for one ofyours, if you want. The card you don't want is put out of play. Thisleaves your opponent with three cards and you with four cards. You andyour opponent put your cards in the order you both want and place themface down in front of you. Your M-16 has to stay together as one card.Each of you roll one die. Whatever you roll, that's how many holes youare in combat for. (Example: If you roll a three, that's what you move.If your opponent rolls a four, that's what he/she moves. Red die is notallowed.) You and your opponent now take your top card and turn it faceup. The high card wins. You do this with all three cards. Remember . . .your M-16 is one card. The player with the most victories wins, andmoves ahead the amount he/she rolled. The player who lost moves back theamount he/she rolled. In case of a tie, each player draws a card fromthe deck. High card wins. After combat, these “combat” cards are removedfrom this round, and the two players involved are dealt four more cards.If there are no more combat challenges, play resumes with a round of 27.

[0089] Combat Scoring:

[0090] The numerical value of an M-16 is sixteen. Since the bomber(joker) cards have a card value of seventeen, they can beat an M-16 incombat. They are the only cards that can. Kings beat Queens, Queens beatJacks, and Jacks beat tens. (Aces are still worth one.)

[0091] Special Rule:

[0092] When a player has scored three 27's and has planted all three ofhis/her mines . . . for every 27 that player scores after that, he/shemay choose to do one of the following.

[0093] 1) Free bombing raid—As soon as you score 27, card play stops,and you go on a bombing raid. After bombing raid, card play resumeswhere it left off.

[0094] 2) Re-planting a mine—As soon as you score 27, you may move upone of the mines that you planted, which your opponent didn't land on.You may not switch mine fields, and you may not use mines that have beenremoved from the game. (This rule allows you a second chance to get youropponent with a mine that missed him/her the first time.)

[0095] Basic Order of Play:

[0096] 1) Play a round of 27.

[0097] 2) Roll dice for opponent mines.

[0098] 3) Roll dice for board mines.

[0099] After every player has dealt cards once (twice for two players).

[0100] 1) Bombing raid (dealer only)

[0101] 2) Combat (any player who has an M-16)

[0102] 3) Play a round of 27.

[0103] 4) Roll dice for opponent mines.

[0104] 5) Roll dice for board mines.

[0105] Game ends when first player obtains the final hole on his/hermine field.

[0106] Although this invention has been described above with referenceto particular means, materials and embodiments, it is to be understoodthat the invention is not limited to these disclosed particulars, butextends instead to all equivalents within the scope of the followingclaims.

I claim:
 1. A military board game comprising: a planar game board with aplurality of linearly oriented pathways; indicia on said pathways toindicate progressive or regressive movement thereupon; and gamepiecesrepresenting soldiers and gamepieces representing landmines forplacement on said pathways, said landmines impeding the progressivemovement of said soldiers.
 2. The board game of claim 1, which alsocomprises a conventional deck of 52 playing cards.
 3. The board game ofclaim 1, which also comprises a set of die.
 4. The board game of claim3, wherein the set of die has five die.
 5. The board game of claim 4,wherein the five-die set has one die with a special demarcation.
 6. Theboard game of claim 1, which also comprises gamepieces representingtanks and bombers.